It lost all the comedic B-Horror charm of the original. It created unnecessary resource management (with tiny inventory) with the gasoline refill flask and lighter for disposing of incapacitated zombies to avoid them turning into Crimson Heads. It also added an invincible enemy to pester the player through most of the game.
As good as the presentation was, the gameplay and inventory management stayed archaic. Honestly, a limitless inventory is a lot less absurd than magic boxes that teleport items stored in them.
The purple color and the controller design was already not doing it any favors. Xbox and Playstation also had strong showings. But Zelda didn't help things. Looking back at it, the controller design, the small form factor, and even the kiddy Zelda cel shading were vastly underappreciated. These were all good things that didn't get the fair shake it should have because of the culture of the times.I mentioned this before, but I think the reveal of Wind Waker with its ultra cartoony artstyle is what doomed the Gamecube to its status as the kiddie console, and let to it being left behind in third place in that generation.
Lets just say that if I am in the mood to fully replay a Resident Evil game, it is either the Director's Cut on PlayStation or Resident Evil 4 on the Gamecube. That said, Crimson Heads are less the problem than carrying the flask and lighter around. It really did improve on some areas of the original, but it lost some of the fun along the way.That's the first time I've heard someone describe the addition of crimson heads negatively....you really don't like REmake do you?
From a gameplay perspective, what does the addition of the crimson heads add other than tedium and frustration? Does it add depth or interesting decision making? Perhaps in the realm of resource management, but is this added layer of resource management fun or engaging?That's the first time I've heard someone describe the addition of crimson heads negatively....you really don't like REmake do you?
This entire thing reads like you just don't like those type of games.It lost all the comedic B-Horror charm of the original. It created unnecessary resource management (with tiny inventory) with the gasoline refill flask and lighter for disposing of incapacitated zombies to avoid them turning into Crimson Heads. It also added an invincible enemy to pester the player through most of the game.
As good as the presentation was, the gameplay and inventory management stayed archaic. Honestly, a limitless inventory is a lot less absurd than magic boxes that teleport items stored in them.
That was certainly part of the issue, but back then the real issue was convincing people to buy a GC when it didn't have GTA, Sqeenix, the worst controller to play Tony Hawk with and couldn't play DVD's. Launching without a Mario game was probably their biggest misstep though. I feel like the "risky" Zelda play would've been justified had their launch been better, but those Wind Waker sales also tell us a LOT of people judged that book by it's cover, and I'd be lying if I said I wasn't disappointed during that reveal after seeing that glorious demo as well. Difference being, I bought WW at launch and LOVED it....unfortunately Zelda fans at large didn't do the same.Even though there are other games on the system that sold more, I would argue that Wind Waker is the game that defined the Gamecube more than any other – and mostly to the Gamecube's detriment, imo. I mentioned this before, but I think the reveal of Wind Waker with its ultra cartoony artstyle is what doomed the Gamecube to its status as the kiddie console, and let to it being left behind in third place in that generation. The early 2000s were the worst possible time for Nintendo to do a 'kiddie' Zelda; at that time everything and everyone tried to be 'dark', 'edgy' and 'mature'. Especially after Nintendo had already shown with their Spaceworld 2000 tech demo what a next-gen Zelda game with OoT-style graphics could look like:
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I genuinely believe that if Wind Waker had looked more like that tech demo, the Gamecube would've been perceived very differently, and would've sold quite a bit more early on. This early momentum could've carried them through the rest of that generation, and the Gamecube would've probably outsold the XBox by a comfortable margin.
When is resource management fun? It's just an aspect of gameplay that is necessary. The crimson heads added tension, at least the first time around. If you don't like carrying a lighter you didn't have to. You could fight them or simply run away, which was challenging in itself. It's a "horror" game. They were meant to startle or scare you. Not enhance "gameplay."From a gameplay perspective, what does the addition of the crimson heads add other than tedium and frustration? Does it add depth or interesting decision making? Perhaps in the realm of resource management, but is this added layer of resource management fun or engaging?
I like the gameplay design of the classic Resident Evil tank-control games (excluding RE3), but backtracking to deal with inventory is tedious. Which is why the magic boxes are so abundant in the old games and I tend to travel light. I am even enjoying a game in the same style called Them and Us. However, I am adamant about the invincible enemy being an annoying distraction throughout the game as there is no point in interacting with it.